Locking an object to clothing item

I'm trying to convert a necklace from v4 to g2f.

It's made of a ribbon section and a pendant.

I've seperated it into 2 parts..a wearable item ribben and an object pendant that I made into a smart prop that parents to the ribbon. (pic 1)

HOWEVER, if the neck turns, the pendant moves , and the ribbon does weird warping things then snaps into position....BUT the bendant floats some distance away from the ribbon (pic 2)  (pic 2 also shows why I'm trying this 2 piece route, as you can see the pendant that converts with the ribbon and it just warps )

IS there someway to lock the object against the ribbon, like to the polygons of it, rather than on some weird..aura area?

 

Comments

  • Make the pendant part of the figure, and either make it a child bone of the neck or leave it as part of the neck but flood-fill it with the weight of the ribbon where it attaches so that it doesn't deform as it moves. You'd probably also want to make it a rigidity group, with the reference points where the loop hits the ribbon, to protect it from distorting due to auto-morphs.

  • ScavengerScavenger Posts: 2,674

    What's the figure?  The ribbon?

    How do I make it a child bone? It's currently a prop.. though I can always go back to the origial one where the pendant and the ribbon are one thing.  The Pendant is half in the neck, half in the chest..which is amazingly dumb...I don't know if that's how it is origialy, or that's what happened when it autofitted..

    The Pre-2 piece stage is with all one unit as a neck bone (1).  I think, the pendant made to weigh with the ribbon (pic 3).

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  • If it's AutoFited it's a figure, and in that case I'd definitely make both part of the same figure - or make the pendant a simple parented prop (export as OBJ, import, and parent to the ribbon figure's chest).

  • ScavengerScavenger Posts: 2,674

    If it's AutoFited it's a figure, and in that case I'd definitely make both part of the same figure - or make the pendant a simple parented prop (export as OBJ, import, and parent to the ribbon figure's chest).

    .......

    The question I asked in the first post is about the pendant being a simple parented prop...

    So, let's look at that option and what I've done, and what I should do differently.

    I DID NOT export/import it...I seperated the pendant, converted it TO a prop, and saved it as a prop support asset. I then parented that to the neck, where the ribbon is.

    SO, would the import/export give me something different than the conversion/save?

    Would parenting to the chest work better in keeping the pendant next to the ribon than the neck does?

  • jestmartjestmart Posts: 4,449

    I think the best way to do this is to the ribbon part a conforming piece of clothing then add a segment of the ribbon (with or with out the pendant) as a geograft.  If the geograft is made with the pedant it can have its own rigging to move the pendant, with out the pendant you would parent the pendant or any other jewelry to the geograft.

  • The problem is probably that the ribbon doesn't move fully with the bend, the prop does - I think you need to make it part of the figure and make sure that the weight is uniform across the pendant, so it won't distort (there are also Rigid Follow Nodes which would, I think, let you "parent" the pendant to a single vertex but I haven't used those at all).

  • ScavengerScavenger Posts: 2,674

    Well, I've tried various things...one works. It's not a good solution, but as I continuly learn...there are rarely good solutions when you want to do something that should be easy.

    1) I went thru and eleminated all weight mapping on the ribbon except for the neck. I attached the pendant smart prop. I adjusted the pendants ..anchor points? (the green and red joint thing) in the center of the loop the ribbon goes thru (it HAD been on the top of the loop) (pic 1).  Still doesn't stay attached to the ribbons geometry. Don't know why. It should.  It doesn't. It's closer, but it's not right. (pic 2).

    2) I converted the ribbon to a prop. With a smoothing modifier on it, it stays..visibile when the neck turns..it's not conforming as I'd like it, as a ribbon around the neck would be...but the bendant stays attached to the geometry. (pic 3).  It even rotates around the ribbon as I'd like it to so it can be lifted out of the chest when turned.

    As I said..it's a solution..not a good one, not the one that it should be, but the one I got.

     

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  • Is this a freebie, a store product or something of your own?

  • ScavengerScavenger Posts: 2,674

    It's from an old v4 outfit that I'm working on converting to G2F

  • I gathered that, but I meant which old V4 outfit - if it's one I have I can (if I can find some time) have a poke at it.

  • ScavengerScavenger Posts: 2,674

    oh. It's .. Stella's Night from another local :)

  • OK, I don't recognise the name so I probably don't have it.

  • hOsshOss Posts: 24
    edited October 2015

    Have you tried using a Rigidity Follow Node for the pendant?

    rbtwhiz explains how it's used in this thread, about halfway down the page.

    http://www.daz3d.com/forums/discussion/29776/daz-studio-pro-4-6-1-17-general-release-now-available/p11

    And another thread on the subject:

    http://www.daz3d.com/forums/discussion/33715/rigidity-follow-node

    -Patrick

    Post edited by hOss on
  • Oso3DOso3D Posts: 15,085

    Oh, that's interesting. I assume that would be a good way of handling buttons? (other than the possibility of neighboring polygons to clipthrough the button)

     

  • Yes, buttons are one of the prime examples.

  • ScavengerScavenger Posts: 2,674
    hOss said:

    Have you tried using a Rigidity Follow Node for the pendant?

    rbtwhiz explains how it's used in this thread, about halfway down the page.

    http://www.daz3d.com/forums/discussion/29776/daz-studio-pro-4-6-1-17-general-release-now-available/p11

    And another thread on the subject:

    http://www.daz3d.com/forums/discussion/33715/rigidity-follow-node

    -Patrick

    OK...so if i understand the first post (as the second pretty much says the basic stuff this program doesn't do that I've been complaining about..ghastly had the same complaints 2 years ago...)
     would be

    1) I make a Rigidity Follow Node on the "weight map" wearable not prop ribbon.

    2) I then parrent the prop pendant to that Rididity follow node

    This would keep the pendant stuck to the ribbon's geometery where I want it.

    In the second thread...Richard says you would save it as a Scene Subset...but can a scene subset be used as a clothing item?  I mean wouldn't it just load the clothing into the scene..not onto the character, right?

  • Try a wearables preset.

  • ScavengerScavenger Posts: 2,674

    Try a wearables preset.

    So you disagree with yourself of 2 years ago?:)

  • hOsshOss Posts: 24

    Scavenger,

    Well, I used this once on a set of DogTags I made years ago, so, If I remember correctly how I did it then, this is basically how I'd go about doing it with your pendant:

    First, you'd need to have the the Ribbon and the Pendant saved as two separate props.

    Next, load in the Ribbon and Parent it to your G2F figure. Then, Convert the Ribbon to a Figure.

    At this point, it should now have a copy of the G2F skeleton and weightmaps, so I would adjust the weightmaps a bit to better suit your object (which it looks like you have done before in the images above.)

    Now, save out the Ribbon as a SupportAsset-->Figure/Prop Asset.

    At this point, I would hide your G2F figure for simplicity.

    Select your Ribbon and in the scene editor, select the Chest Node then activate the Geometry Editor Tool (Formerly the Polygon Group Editor Tool), select at least one polygon on the Ribbon where you want the Pendant to Follow.

    Right click, select Polygon Assignment > Create Rigid Follow Node From Selected...

    It should prompt you for a name for the node.

    Now at this point, IIRC, you can go into the Joint Editor Tool and adjust the visual position of the new Node, although I don't think it really matters, as it's associated with the polygon(s) in the Ribbon you selected earlier.

    Save your Ribbon figure as SupportAsset-->Figure/Prop Asset (you can save over your previous save).

    Now, Import your Pendant prop into the scene and position it where you want it in relation to the Ribbon (it will probably load in the correct position for you.)

    Now, Parent the Pendant prop to the Rigid Follow Node of the Ribbon figure.

    Save the Pendant prop (while parented) as SupportAsset-->Figure/Prop Asset and it should save as a "Smart Prop" already parented to the Ribbon Rigid Follow Node.

    Finally, select both the Ribbon figure and the Pendant prop in the Scene tab and Save As... a Wearable(s) Preset...  A Wearable(s) Preset is just a way to save a collection of things (like an entire outfit) together in one file, rather than having to load and fit each item separately everytime. I don't believe it was an option back when Richard suggested another save format, but now it's the current way of doing it.;)

    Well, this is the jist of how I did this years ago in version 4.6 of DAZ Studio and will hopefully point you in the right direction.

     

    -Patrick

  • ScavengerScavenger Posts: 2,674

    Well, that worked perfectly!

    The ribbon was already a G2F figure, so Just did a save before I started to make sure I had one with the pendant removed.

    Selected the polygons that are right in the middle of the ribbon beneath where the pendant is mounted, made the Follow node..parented the pendant, saved  it to be safe, then save a werable of the whole thing, and it loads fine, follows like it's supposed to, and it works just how I wanted!

    Thanks Patrick!!

     

    Now, for this, I'm gonna seperate the pendant into 2 parts..the bat and the stone beneath so they can both be posed.  I guess two objects..Might see if I can make it an object with a bone..I think I can do that if I sent it to hexagon (I've made the different parts different faces).

     

    And to take this technique and see if I can apply it to the outfit I was working on previously! http://www.daz3d.com/forums/discussion/comment/886037

  • hOsshOss Posts: 24

    Glad I could help.

    I didn't want to complicate my explanation, but I believe I did add to the skeleton of my figure (Ribbon), too. I added an extra bone as a child of the Chest bone and positioned it where I wanted my prop (Pendant) to pivot. I then did the process as above, but I selected the new bone instead of the Chest bone before creating the Rigid Follow Node and at the end of the process, I was able to move the prop (Pendant) by selecting the new bone on the figure (Ribbon) that the Rigid Follow Node was created from and by moving it, it moved the Rigid Follow Node which moved the prop.

    IIRC that worked, or I could just be crazy and that's how I remember it. Lol. I lost the figure in a hard drive crash some time ago and haven't bothered to recreate it, yet, so this has all been from memory...

    -Patrick

  • ScavengerScavenger Posts: 2,674

    Hmm.. yeah..that would more complicate it..lots of words I don't really understand :) But I thihk I understand the concept!

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